Clan Tech is Perfect: We need BV
#1
Posted 29 June 2012 - 10:33 PM
How do we rectify?
I say; Take K/D into account.
BV on mechs is brilliant, but how do we modify considering pilot skill?
K/D plus wins/Plus Team score? Do we take a Battlefield response?
Are we wanting a strong commander role?
Commanders. Something worth defending, or throw always?
#2
Posted 29 June 2012 - 10:37 PM
#3
Posted 29 June 2012 - 10:39 PM
#4
Posted 29 June 2012 - 10:47 PM
Faction Strength is a point. What faction strength do we need?
#5
Posted 29 June 2012 - 10:47 PM
Edited by Rejarial Galatan, 29 June 2012 - 10:47 PM.
#6
Posted 29 June 2012 - 10:48 PM
#7
Posted 29 June 2012 - 10:51 PM
#8
Posted 29 June 2012 - 10:52 PM
Why? Cuz things work diffently. In Tabletop you get better chances to hit an target 120m away by using a PPC than a med laser. In video game you dont.
In Tabletop you get the same chance hitting if an enemy runns 50mph stright up to you or circling. In videogames its a huge diffrence.
In tabletop a pulse laser has a -2 to hit modifer, and oh great we get homing laser^^
The mechanics ars quite diffrent, and BV ist made to compare Mechs based on tabletop mechanics.
Edited by Keylan Carlyle, 29 June 2012 - 10:53 PM.
#9
Posted 29 June 2012 - 10:57 PM
How can we open Clan Lore to the IS, in a fair way?
TT works differently in real time strategy, but how different is it?
Can an FPS be considered an RTS???
#10
Posted 29 June 2012 - 11:00 PM
Clanners have lite originality.
#11
Posted 29 June 2012 - 11:05 PM
#12
Posted 29 June 2012 - 11:16 PM
After all, the devs state That as the equalizer.
How do we gauge skill?
#13
Posted 29 June 2012 - 11:22 PM
#14
Posted 29 June 2012 - 11:22 PM
How are we challenging ourselves?
No bonus XP. Bonus CB and face higher ranks.
#15
Posted 29 June 2012 - 11:33 PM
Take Himmelsdorf for example; if you've never played World of Tanks, it's a city map with a large, open park in the center, a hill on the Eastern edge of the map (more like a mountain) with a keep and its grounds to fight on, and a railway yard on the Western edge of the map, and things have changed drastically over the time I've played it. Initially, everyone just sought out whatever path they thought might give them an advantage. Then, it became two heavy groups trying to steamroll one another down the 'alley', while everyone else kind of took potshots, and just held off the other team while they waited for the 'alley' fight to decide the match. Then, it became a hill rush, with the 'alley' being a defensive, not offensive, position. Then it became a railyard rush. The last time I was playing, it was a hybrid of rushing the square, rushing the hill, and sending some tanks down the railyard while putting a couple heavy defensive units in the 'alley'.
This is what keeps things interesting, to me; players acquiring experience, learning from their mistakes (and the mistakes of others), and changing their tactics, which forces the community to either change along with them, or come up with a countertactic. This is how I find ways to challenge myself.
Also, if I want to continually challenge myself, I could always grab some sort of terrible mech like the Charger, and try to make it work. There are many ways of challenging one's self.
#16
Posted 29 June 2012 - 11:34 PM
Alexander Diaz, on 29 June 2012 - 11:22 PM, said:
How are we challenging ourselves?
No bonus XP. Bonus CB and face higher ranks.
As much as I love the idea of a rating system to fight people at my skill level there are problems with that. What if I'm just learning a new mech or testing out wacky builds? What if I'm tired and just want to unwind with a non-competitive match? What If I'm playing in a cyber-cafe or on a friends computer that I'm not familiar with? all issues with a rating system if it's put in place all the time. Not to mention that rating differences will increase que times especially during non-peak hours.
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